Search found 22 matches

by mr_fancy_pants
Sat Feb 01, 2025 9:54 pm
Forum: Pending
Topic: [2.0.33] Factorio freezes if "Quit" is pressed in the middle of a save
Replies: 1
Views: 201

[2.0.33] Factorio freezes if "Quit" is pressed in the middle of a save

This is probably related to https://forums.factorio.com/viewtopic.php?t=126519, but I'm reporting it separately just in case.

With non-blocking saves enabled (but not working - see the aforementioned bug), trigger a game save through the main menu and then click "Quit" before the save has completed ...
by mr_fancy_pants
Sat Feb 01, 2025 9:44 pm
Forum: Duplicates
Topic: [2.0.33] Non-blocking saves are blocking
Replies: 1
Views: 194

[2.0.33] Non-blocking saves are blocking

After update to 2.0.33, all of the sudden saves are blocking again. I double checked my settings and enabled non-blocking saves for SP and MP games as well and making sure it was selected for the MP game in the lobby settings, but no joy.

You can see from the log that the autosave is supposed to be ...
by mr_fancy_pants
Sat Jan 11, 2025 9:22 pm
Forum: Resolved Problems and Bugs
Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
Replies: 19
Views: 5629

Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand

I'm fairly sure that was from scratch all in 2.0.30, but I went through and manually cleared every existing deadlock and sure enough here's another one:
gleba-nutrients-deadlock-mk3.png
gleba-nutrients-deadlock-mk3.png (9.86 MiB) Viewed 5377 times
That is definitely from scratch in 2.0.30.
by mr_fancy_pants
Sat Jan 11, 2025 11:14 am
Forum: Resolved Problems and Bugs
Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
Replies: 19
Views: 5629

[2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand

When items spoil in the inserter hand before they land in the target machine, they are supposed to be put into trash slots as per https://forums.factorio.com/viewtopic.php?p=638498#p638498 . This generally seems to work, however, for the specific case of Nutrients (to be used as fuel for the machine ...
by mr_fancy_pants
Thu Dec 05, 2019 11:48 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 439
Views: 305658

Re: Performance optimization - post your saves


Take your existing blueprint and place 2x2 of them. Then remove the rails in the middle leaving everything else as is. Now you have a larger cell that works just like your existing setup.

You can also use landfill paintings (so you have different landfills) to put sand under rails and grass ...
by mr_fancy_pants
Sat Nov 23, 2019 7:13 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 19653

Re: 0.17.xx optimizing base for ups



It's not, generating the waypoints is going to be roughly as expensive as a full pathfinding run. The reason it works is that you remember those waypoints for next time, and continue reusing them until the rail network changes.

Except you generate waypoints for all possible path everytime you ...
by mr_fancy_pants
Fri Nov 22, 2019 5:26 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 19653

Re: 0.17.xx optimizing base for ups




I'm not sure I understand the question. Factorio already has a pathfinder it can use to reach the waypoints along the way to the final destination, there's no reason it can't use the same pathfinder for the waypoints instead of the final destination.

If you're asking what's the best way to ...
by mr_fancy_pants
Thu Nov 21, 2019 1:35 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 19653

Re: 0.17.xx optimizing base for ups


How are you suggesting the game find the path to the destination so it can put this waypoint on it?


I'm not sure I understand the question. Factorio already has a pathfinder it can use to reach the waypoints along the way to the final destination, there's no reason it can't use the same ...
by mr_fancy_pants
Wed Nov 20, 2019 5:23 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 439
Views: 305658

Re: Performance optimization - post your saves



I have built a lot of megabases and I have faced all of the above problems many times. This is not the first solution I've come up with, but it is by far the best solution I've come up with so far. I've probably missed a few benefits, but the above list will have to do for now.

I never had ...
by mr_fancy_pants
Wed Nov 20, 2019 5:18 pm
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 439
Views: 305658

Re: Performance optimization - post your saves





nothing_in_particular.png

It looks to me like you have layd a fine grid of rails over the entire continent!
But why?

A cell size of three smelter columns is way too small to be of any use. Enlarge the cells four times near your base and even more further out. Then you can expand as much ...
by mr_fancy_pants
Wed Nov 20, 2019 10:28 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 19653

Re: 0.17.xx optimizing base for ups



for longer trips trains plot a path to an intermediate point that's closer to their destination and then replot when they get (close to) there instead of plotting out the entire path from the get go.

Isn't that waypoints?


More or less, yes. But, automagically generated for the purposes of ...
by mr_fancy_pants
Wed Nov 20, 2019 10:26 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 439
Views: 305658

Re: Performance optimization - post your saves



nothing_in_particular.png

It looks to me like you have layd a fine grid of rails over the entire continent!
But why?

A cell size of three smelter columns is way too small to be of any use. Enlarge the cells four times near your base and even more further out. Then you can expand as much as ...
by mr_fancy_pants
Tue Nov 19, 2019 3:08 am
Forum: Technical Help
Topic: 0.17.xx optimizing base for ups
Replies: 51
Views: 19653

Re: 0.17.xx optimizing base for ups




https://forums.factorio.com/viewtopic.php?t=52635


OHGODS. It's a djikstra. The only thing djikstra has over A* is that it is easier to implement. No wonder big railnetworks with lots of intersections are slow.


If you say so. The only time I've ever seen rail path finding being "slow" is ...
by mr_fancy_pants
Tue Nov 19, 2019 2:43 am
Forum: General discussion
Topic: Performance optimization - post your saves
Replies: 439
Views: 305658

Re: Performance optimization - post your saves

I have a ~780 SPM base that I'm loathe to expand because it's starting to drop below 60 UPS on my machine (Xeon E5 2690v2, 64G RAM @ 1600 MHz). Instead I've been tweaking it for better UPS, and after some changes and investigation, it seems a lot of the time is being spent on trains:

nothing_in ...
by mr_fancy_pants
Sun Mar 03, 2019 8:25 am
Forum: Minor issues
Topic: [0.17.1] Placing landfill via blueprint is deceptively hard
Replies: 1
Views: 1213

[0.17.1] Placing landfill via blueprint is deceptively hard

Let me just preface this with the fact that I was very excited about bots being able to landfill lakes, that was a huge tedium in late game to do manually.

Ok, so I don't entirely understand the behaviour of landfill when in a blueprint, but it's definitely not how I would have expected it to work ...
by mr_fancy_pants
Fri Feb 16, 2018 11:33 pm
Forum: General discussion
Topic: Re-enable blueprinting in unrevealed but scouted area
Replies: 11
Views: 6046

Re: Re-enable blueprinting in unrevealed but scouted area

Very much agree with the other comments. Being able to blueprint and deconstruct in areas covered by fog of war is tremendously useful, as it saves a ton of hassle. Please bring it back.
by mr_fancy_pants
Tue Feb 06, 2018 1:19 am
Forum: General discussion
Topic: Minesweeper - The grenade of the future
Replies: 13
Views: 6156

Re: Minesweeper - The grenade of the future

I got really excited when I started to read this. Then I started thinking... "But how do you trigger the mines to kill the trees?"
bobucles wrote:- Mines are eco friendly and will not hurt trees. Who would have thought?
Noooooo!
by mr_fancy_pants
Sat May 27, 2017 6:51 am
Forum: Resolved Problems and Bugs
Topic: [0.15.15] Segfault while setting inserter logistic condition
Replies: 1
Views: 959

[0.15.15] Segfault while setting inserter logistic condition

I was setting up some chest/bot fed AM2s and more specifically was setting a logistic condition limit on the output inserter for an array of inserter when the segfault happened.

As I recall it, step by step:

- copy yellow inserter AM2 to requester chest
- set logistic condition on inserter for ...
by mr_fancy_pants
Mon Nov 14, 2016 11:57 pm
Forum: Not a bug
Topic: Stuck construction bots
Replies: 5
Views: 5612

Re: Stuck construction bots

Ah, excellent. Yes, that mod is very helpful. Thanks.

Go to advanced search